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Make the existing ReinterpretFramebuffers/ShaderColorBitmask path work for Split/Second #15501

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merged 1 commit into from
Apr 25, 2022

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hrydgard
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@hrydgard hrydgard commented Apr 24, 2022

Fixes #13957.

It took writing and debugging #15500 for me to understand what the issue with the old path was..

Much simpler alternative to #15500, or we could merge both but disable Split/Second for this one. Needs some benchmarks I guess...

@hrydgard hrydgard added the GE emulation Backend-independent GPU issues label Apr 24, 2022
@hrydgard hrydgard added this to the v1.13.0 milestone Apr 24, 2022
…k for Split/Second

It took writing and debugging #15500 for me to understand what the issue with the old path was..

Much simpler alternative to #15500, or we could merge both but disable Split/Second
for this one. Needs some benchmarks I guess...
@hrydgard hrydgard force-pushed the split-second-simpler-alternative branch from 6122f40 to 32df78a Compare April 24, 2022 22:11
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I think we should definitely merge this one actually, and only then consider merging #15500.

@@ -501,7 +501,7 @@ bool DrawEngineCommon::ApplyFramebufferRead(bool *fboTexNeedsBind) {
lastFrameBlit = gpuStats.numFlips;
}
++blitsThisFrame;
if (blitsThisFrame > MAX_REASONABLE_BLITS_PER_FRAME * 2) {
if (blitsThisFrame > MAX_REASONABLE_BLITS_PER_FRAME * 4) {
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Should we just increase MAX_REASONABLE_BLITS_PER_FRAME? It seems weird to multiply the constant, when this is its only use...

-[Unknown]

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I'm just gonna remove the whole thing, see #15515

@unknownbrackets unknownbrackets merged commit 676c290 into master Apr 25, 2022
@unknownbrackets unknownbrackets deleted the split-second-simpler-alternative branch April 25, 2022 00:22
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ghost commented Apr 25, 2022

Performance on vulkan become slow unlike to opengl it's the same 🤔

vulkan

Screenshot_2022-04-25-15-20-59-527_org ppsspp ppsspp

opengl

Screenshot_2022-04-25-15-22-55-074_org ppsspp ppsspp

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Weird that there's such a difference. I'll try to look into that. Though #15500 should fix the performance anyway, when I merge that.

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hrydgard commented May 1, 2022

@Gamemulatorer Check how performance is now :)

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ghost commented May 1, 2022

@Gamemulatorer Check how performance is now :)

Ok will I try :)

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ghost commented May 1, 2022

What's happening :(
Screenshot_2022-05-01-21-27-48-128_org ppsspp ppsspp

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ghost commented May 1, 2022

Both happen with ogl and vk

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@Gamemulatorer latest build?

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hrydgard commented May 1, 2022

@Gamemulatorer Maybe your game ID is missing from compat.ini ? What is it? Although hm, then it shouldn't have worked before either. Strange.. I'll try on some devices soon

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Is that black thing new since that recent merge, though? Even if the game ID was missing, it would seem bad if the change made it worse in that way.

-[Unknown]

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hrydgard commented May 1, 2022

I can't figure out how the change would cause that, works here on several devices. Maybe you have an older compat.ini that neither enables the old nor the new workaround, though in that case, it shouldn't have worked for you previously either...

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Works fine for me on PPSSPP v1.12.3-1138-g36bc7a3e6
Screenshot (30)

But it has bugs for software rendering for this game:
Screenshot (29)

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ghost commented May 2, 2022

Nevermind I forget that I have a compat.ini file in system folder.
But it's ok now using Vulkan.
Screenshot_2022-05-02-18-18-35-988_org ppsspp ppsspp

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hrydgard commented May 2, 2022

Great, thanks for reporting!

I have plans for some other changes that should speed the game up further, but they're a bit invasive and will need to wait for after the upcoming release.

unknownbrackets added a commit to unknownbrackets/ppsspp that referenced this pull request May 8, 2022
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Split-Second Missing HUD for 3rd person view
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